I have created a Sega CD utility that allows you to modify all the save games on your real (or emulated) Sega CD. For Lunar: The Silver Star, it even has a game specific menu to enable the debug mode and to add a million silver to your save. You can also hex edit the Lunar save and in the download for the utility I provide my notes on most of the Lunar save information. Cool things you can do with the save are add/remove characters, give characters any magic, add items, change character stats, etc.

Here is the video that shows the debug menu that caused me to go reverse engineer the game to figure out how to access it. By setting a bit in the game save using my BACK-UP SHELL it allows that save to use the debug menu.

Also, while reverse engineering the debug menu I stumbled upon the leveling tables and didn't see that anyone had a comprehension copy of all the level data so here it is:

I have most of the levelling tables compiled by hand, but I only got Luna as far as 50 because she's rather tedious to level up, and hadn't started on Ramus. (Tempest is a real pain to max out. Even Laike is less annoying.) So, thanks! I knew the tables must be hard-coded in because Nash's next experience levels for three or four of them is irregular mathematically in a way that suggests a typo was made in calculating them.

I'm also delighted to see from the video (which I've only watched with sound off) that the stats for the last two bosses are available. I was not looking forward to trying to figure those out from the battle itself.

I also was making notes on when dialogue changes for each NPC, so presumably the Flag menu can help with that a bit.

I also found a lunarninja (the one who found the debug mode initially) where he stated he figured out what most of the flags do but since he never publicly released any of the information. Hopefully all that work doesn't get lost.

So, last night I finally looked at the TSS character stats posted above. And... they don't match the ones I recorded. Most of them are off by one -- but not all of them. The EXP amounts are the same.

I should note that I recorded stats for most characters from about level 40 to the 90s (I haven't finished levelling up Kyle, Jessica, or Nash, but maxed out Alex, Mia, Tempest, and Laike) on the console. I later started a game on emulator to record stats for earlier levels, but since I haven't left Caldor Island in that effort, it hasn't gone too far other than getting Luna to lvl 52. While doing this (and taking screenshots of every level-up), I noticed that a couple of times there were slight discrepancies for the same level, when I reloaded -- I have a screenshot of Alex at level 5 with 106 HP and one with him at level 5 with 107 HP. The same thing happened with levels 6 and 7. Other stats were the same. I chalked it up to an emulator issue of some sort, but it seemed bizarre.

Looking at the tables quoted above, though... well, as I mentioned, there are a lot of off-by-ones. Usually (always?) it's that the tables above are one more than the ones I've recorded. And I wonder... is there an in-game operation on the tables to adjust them? I know some monster stats were apparently tweaked in localization, based on strategy guides (I typed in all those stats myself...), but I don't recall a mention of playable character stats being tweaked. It'd be an odd way to do it, seems to me, but it *might* explain the discrepancies above.

So clearly I'm now going to have to play the Japanese version and start recording stats on that. Well, I need to play it anyway.

^ It almost sounds like there's some randomization or hidden operations for the stats, and that it's less than would happen in Fire Emblem. Maybe it all happens in the early game? Otherwise, I find it hard to imagine the difference of 1 max HP is intentional.

"Just as you touch the energy of every life form you meet, so, too, will will their energy strengthen you. Fail to live up to your potential, and you will never win. " --- The Old Man at the End of Time